using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;

namespace FHOClient
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {

        LoginScreen loginScreen = new LoginScreen();
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;


        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            graphics.PreferredBackBufferWidth = 1024;
            graphics.PreferredBackBufferHeight = 768;
            Content.RootDirectory = "Content";
            //graphics.ToggleFullScreen();
            this.IsMouseVisible = true;
            
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            //FHOLogo = Content.Load<Texture2D>("FHOLogo");


           
            loginScreen.Initialize(graphics, Content);

            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            KeyboardState keyboardState;
            keyboardState = Keyboard.GetState();

            if (keyboardState.IsKeyDown(Keys.Escape))
            {
                this.Exit();
            }
            else
            {
                loginScreen.UpdateTextBox(keyboardState);
            }

            MouseState aMouse = Mouse.GetState();

            if (aMouse.LeftButton == ButtonState.Pressed)
            {
                loginScreen.GetMouseClick(aMouse);
            }


            // TODO: Add your update logic here
            //loginScreen.DrawScreen(graphics, spriteBatch);
            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);
            spriteBatch.Begin(SpriteBlendMode.AlphaBlend);
            loginScreen.DrawScreen(graphics, spriteBatch);
            spriteBatch.End();
            
            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
    }
}
